#version 430 

layout(location = 2) uniform vec4 color;
layout(location = 3) uniform float texLength;

in vec2 v_texCoord;

out vec4 outColor;


void main()
{
	outColor = min(vec4(1.0), color * vec4(fract(v_texCoord.x/102.7), v_texCoord.y, 0.3, 1.0));
}